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Thread: Battlefield buildings add-on

  1. #1
    Kahvipannu's Avatar Bring me Solo & wookie
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    Default Battlefield buildings add-on

    Battlefield Buildings Add-on (BETA)


    What it does?


    This modification re-enables battlefield buildings, just like you saw in vanilla M2. So you can take the battle infront of huge cathedral of Sigmar, or if you wish, put flames to it by bombarding it in the name of Mork and Gork.. For the text file I used Ninja51's reworked translation file as base.
    http://www.twcenter.net/forums/showthread.php?t=542622

    Included:

    Empire (Border princess? Sylvania?):

    Barracks buildings
    Archery buildings
    Religious buildings
    Goverment buildings (except level 1)
    Printing press buildings
    Stables
    Market buildings
    Cannon arsenals
    Smiths

    Dwarves:

    Smiths
    Militia buildings
    Siege Buildings

    H-Elves:

    Smiths
    Militia buildings
    Markets
    Siege buildings

    Compatibility


    For Gigantus version of RotDG, with latest patch + hotfixes (8.9.2012)
    http://www.twcenter.net/forums/showthread.php?t=525138

    it's NOT save-game compatible. Backup, or make alternative mod folder, so you can keep playing with old one, instructions by THP here:
    http://www.twcenter.net/forums/showthread.php?t=460784

    If other mod modifies same files, there is little chance this will work with it. Ask if in doubt.

    Feedback needed


    - CTD? Where? When? Log?
    - Do all buildings show up on the battlefield? (ofcourse they need to be built in the settlement)
    - Castles, do they work in them too?
    - Missing building pictures, and descriptions show up?
    - Recruiting units works as normal?
    - High-Elves, Kislev, and Dwarves show up? Recruiting units normal?


    For modders, chances included


    List of files I modified, and what entries I changed in them (old name = new name):

    Spoiler Alert, click show to read: 


    export_desc_buildings

    temple_sigmar_1 = small_church
    temple_sigmar_2 = church
    temple_sigmar_3 = abbey
    temple_sigmar_4 = cathedral
    temple_sigmar_5 = huge_cathedral

    cannon_arsenal_1 = gunsmith
    cannon_arsenal_2 = cannon_maker
    cannon_arsenal_3 = cannon_foundry
    cannon_arsenal_4 = royal_arsenal

    smith_1 = leather_tanner
    smith_2 = blacksmith
    smith_3 = armourer
    smith_4 = heavy_armourer
    smith_5 = plate_armourer
    smith_6 = gothic_armourer

    market_1 = corn_exchange
    market_2 = market
    market_3 = fairground
    market_4 = great_market
    market_5 = merchants_quarter

    barracks_1 = town_watch
    barracks_2 = town_guard
    barracks_3 = city_watch
    barracks_4 = militia_drill_square
    barracks_5 = militia_barracks

    barracks_of_marksmen_1 = bowyer
    barracks_of_marksmen_2 = practice_range
    barracks_of_marksmen_3 = archery_range
    barracks_of_marksmen_4 = marksmans_range

    stables_1 = stables
    stables_2 = knights_stables
    stables_3 = barons_stables
    stables_4 = earls_stables
    stables_5 = kings_stables

    printing_house_1 = printing_press
    printing_house_2 = printing_house

    city_hall_2 = town_hall
    city_hall_3 = council_chambers
    city_hall_4 = city_hall
    city_hall_5 = mayors_palace

    export_desc_ancillaries

    smith_3 = armourer
    smith_4 = heavy_armourer

    market_2 = market
    market_3 = fairground
    market_4 = great_market

    barracks_1 = town_watch
    barracks_2 = town_guard
    barracks_3 = city_watch
    barracks_4 = militia_drill_square

    stables_1 = stables
    stables_2 = knights_stables
    stables_3 = barons_stables
    stables_4 = earls_stables

    desc_strat

    temple_sigmar_1 = small_church
    temple_sigmar_2 = church
    temple_sigmar_3 = abbey
    temple_sigmar_4 = cathedral
    temple_sigmar_5 = huge_cathedral

    cannon_arsenal_1 = gunsmith
    cannon_arsenal_2 = cannon_maker
    cannon_arsenal_3 = cannon_foundry
    cannon_arsenal_4 = royal_arsenal

    smith_1 = leather_tanner
    smith_2 = blacksmith
    smith_3 = armourer
    smith_4 = heavy_armourer
    smith_5 = plate_armourer
    smith_6 = gothic_armourer

    market_1 = corn_exchange
    market_2 = market
    market_3 = fairground
    market_4 = great_market
    market_5 = merchants_quarter

    barracks_1 = town_watch
    barracks_2 = town_guard
    barracks_3 = city_watch
    barracks_4 = militia_drill_square

    barracks_of_marksmen_1 = bowyer
    barracks_of_marksmen_2 = practice_range
    barracks_of_marksmen_3 = archery_range

    stables_1 = stables
    stables_3 = barons_stables

    printing_house_1 = printing_press

    city_hall_2 = town_hall
    city_hall_3 = council_chambers
    city_hall_4 = city_hall
    city_hall_5 = mayors_palace

    export_buildings

    changes same as export_desc_buildings, including -desc and -desc_short, and faction variations f.ex. -england.

    export_desc_character_traits

    temple_sigmar_1 = small_church
    temple_sigmar_2 = church
    temple_sigmar_3 = abbey
    temple_sigmar_4 = cathedral

    market_2 = market
    market_3 = fairground
    market_4 = great_market

    barracks_2 = town_guard

    city_hall_2 = town_hall
    city_hall_3 = council_chambers

    Multiple tga.files renamed

    data/ui/southern_european/buildings
    data/ui/southern_european/buildings/construction
    data/ui/northern_european/buildings
    data/ui/northern_european/buildings/construction
    data/ui/greek/buildings
    data/ui/greek/buildings/construction



    Installation + Download (updated 14.12.2012)


    Download main-file, unzip in mods/Rage_of_the_Dark_Gods folder, overwrite old files. After that Download Hotfix, and it to mods/Rage_of_the_Dark_Gods/data/world/maps/campaign/imperial_campaign, overwrite.

    Main-file:
    http://www.mediafire.com/?d0yhfc5t054kd0y

    Hotfix01 (/data/world/maps/campaign/imperial_campaign, overwrite):
    Attachment 241579

    For building-textures, here:
    http://www.twcenter.net/forums/showthread.php?t=384851

    Campaign pics













    Last edited by Kahvipannu; December 20, 2012 at 05:23 AM.

  2. #2
    Kahvipannu's Avatar Bring me Solo & wookie
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    Default Re: Battlefield buildings add-on

    Reserved for possible future use

  3. #3
    Vette's Avatar Civis
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    Default Re: Battlefield buildings add-on

    Sexy
    Question will these changes affect pathfinding and/or stability?
    Thx

  4. #4
    paradamed's Avatar Praepositus
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    Default Re: Battlefield buildings add-on

    No negative effect as they are already part of vanilla M2TW. They were removed by the CoW team and Kahvipannu basically reintroduced them after doing an amazing job reskinning them to increase immersion.

  5. #5
    Kahvipannu's Avatar Bring me Solo & wookie
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    Default Re: Battlefield buildings add-on

    Quote Originally Posted by paradamed View Post
    No negative effect as they are already part of vanilla M2TW.
    ^This. Werebear was the one explaining me how to re-enable them.

    I just renamed buildings to vanilla counterpants in files, this way the game loads them to the battlemap. Basically only difference you see using these files is that the buildings are at the battlefield, and you can attack them. Descriptions, names, icons and so on, are the same.

    If this seems to work well, I'll see if I can add more to the game once more textures are finished for other factions.
    Last edited by Kahvipannu; September 08, 2012 at 10:57 AM.

  6. #6
    Lord Baal's Avatar Praefectus
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    Default Re: Battlefield buildings add-on

    I wonder, why did you changed the names? Like for example temple_sigmar_1 = small_church? What was wrong with temple_sigmar_1?
    PROUD TO BE A PESANT. And for the dimwitted, I know how to spell peasant. <== This blue things are links, you click them and magical things (like not ending up like a fool) happens.
    Visit my utterly wall of doom here.
    Do you wanna play SS 6.4 and take your time while at it? Play with my 12 turns per year here.
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  7. #7
    Kahvipannu's Avatar Bring me Solo & wookie
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    Default Re: Battlefield buildings add-on

    That's the trick. The game doesn't recognice the new names, like temple_sigmar, so the building doesn't show up at the battlefield. But when they are named as vanilla ones, like small_church, the building does show up at the battlefield. This does not have any affect of building descriptions, or names of the buildings in game, only affect you will see is the "new" buildings at battlefield, if you have constructed them ofcourse. You'll never see "small_church" name in-game if your worried about that.

    I noticed the link is dead, I'll put up a new one which includes the hotfix.
    Last edited by Kahvipannu; December 05, 2012 at 05:03 PM.

  8. #8
    Lord Baal's Avatar Praefectus
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    Default Re: Battlefield buildings add-on

    Thanks my friend. Well, my main concern is that I have a modded descr_strat of a sub mod that I'm making for 1.5.1, so I will have to adapt it for this buildings.
    PROUD TO BE A PESANT. And for the dimwitted, I know how to spell peasant. <== This blue things are links, you click them and magical things (like not ending up like a fool) happens.
    Visit my utterly wall of doom here.
    Do you wanna play SS 6.4 and take your time while at it? Play with my 12 turns per year here.
    Y también quieres jugar Stainless Steel 100% en espańol? Mira por aca.

  9. #9
    Laetus
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    Default Re: Battlefield buildings add-on

    i have been missing this too, when will you fix the link ?

  10. #10
    Kahvipannu's Avatar Bring me Solo & wookie
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    Default Re: Battlefield buildings add-on

    I didn't update it? I'll look for the files and update it now.

    EDIT:

    New link added to OP, sorry about for the wait. You still need to download the hotfix too, and apply it after the main files.
    Last edited by Kahvipannu; December 13, 2012 at 04:31 PM.

  11. #11
    Laetus
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    Default Re: Battlefield buildings add-on

    Great, ty very much makes sieges a bit more interresting

  12. #12
    Kahvipannu's Avatar Bring me Solo & wookie
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    Default Re: Battlefield buildings add-on

    Yeah it's not gameplay wise big thing, but it adds a little bit more character to the settlements your fighting in, a bit of more immersion. It should be the same files I'm using at my recent campaign, so it should work without problems and be bug free. If you find time at some point, I would apreciate little feedback on things I mention it the first post, like if any picture/description is missing, since I haven't tested the changes in wider scale.

  13. #13

    Default Re: Battlefield buildings add-on

    Hi, I'm using Gigantus version 1.5.1 and when I try to install this mod, the game doesn't starts. I can see that is compatible with this version...so, where's the problem?

  14. #14
    Kahvipannu's Avatar Bring me Solo & wookie
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    Default Re: Battlefield buildings add-on

    Did you download the hotfix for this too, and applied it too after the main files? And did you apply this mod after Gig's patches and hotfixes. It should work with Gig 1.51 without problem, I tested the files with clean install. If you still have a problem, could you post your log (Medieval 2/logs)?

  15. #15

    Default Re: Battlefield buildings add-on

    Yes! I've install the Gigantus version, then the hotfixes, after the battlefield buildings addon and finally the hotfix for this mod. All files must be included in data folder, right?

    And, how I can get the log??? Thanks

  16. #16
    Kahvipannu's Avatar Bring me Solo & wookie
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    Default Re: Battlefield buildings add-on

    Yes, you did all correctly, tought I didn't explain the hotfix file goes to RoDG/data/world/maps/campaign/imperial_campaign, which I should had done. Move the file to that location (descr_strat), overwrite, and it should work. Let me know if it helped.
    Last edited by Kahvipannu; December 20, 2012 at 06:58 AM.

  17. #17

    Default Re: Battlefield buildings add-on

    Still not works. The submods that I usually use are: HQtextures, Complete unitpics, reworked amazons, factions images (banners) and warcry!!!

  18. #18
    Kahvipannu's Avatar Bring me Solo & wookie
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    Default Re: Battlefield buildings add-on

    Others can't really cause problem with this, except the Warcry, since it atleast also modifies edb, so these two mods are not compatible.

  19. #19

    Default Re: Battlefield buildings add-on

    Hi, youare right, your submod runs like a charm now without Warcry!!! Thanks in advance

  20. #20
    Kahvipannu's Avatar Bring me Solo & wookie
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    Default Re: Battlefield buildings add-on

    No problem, thanks for testing it out.

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